07-17-2021, 02:32 PM | #1 |
Join Date: May 2012
Location: New Hampshire, USA
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Telegraphic + Determined Clarification
I'm wondering about a rules clarification about All-out Attack (Determined) and Telegraphic Attack (from Martial Arts).
Under Telegraphic attack in GURPS Martial Arts (pg.113) the last paragraph's wording, to me, sounds like advice about when you can use it. But it's wording about using it as an alternative to All Out (determined) and Committed attack implies that it is mutually exclusive to those, although no such mutual exclusion is implied during the second paragraph of the telegraphic attack description where it talks about when it's available. So my question is: is telegraphic attack supposed to be mutually exclusive with All-Out Attack (Determined) and Committed Attack? |
07-17-2021, 03:06 PM | #2 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Telegraphic + Determined Clarification
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Telegraphic is an attack option, not a maneuver, so it can be tacked on to any qualifying attack. (So ranged attacks are usually not allowed, unless you can press your weapon up against the foe, etc) Committed and All-Out are mutually exclusive, because they're maneuvers. That's how I read it, anyway.
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07-17-2021, 03:21 PM | #3 |
Join Date: Feb 2015
Location: New Hampshire
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Re: Telegraphic + Determined Clarification
So DouglasCole how would you feel about All-Out Attack Rananged giving the ACC of the weapon instead of the +1?
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07-17-2021, 03:26 PM | #4 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Telegraphic + Determined Clarification
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If you want to see Committed and All-out Attack (Ranged) suggestions, check out Pyramid $3/77 "On Target." I definitely don't go with what is basically doubling Acc for AoA(Determined).
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07-17-2021, 03:31 PM | #5 | |
Join Date: Aug 2018
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Re: Telegraphic + Determined Clarification
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07-17-2021, 03:40 PM | #6 | |
Join Date: May 2012
Location: New Hampshire, USA
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Re: Telegraphic + Determined Clarification
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Aim: +1 per second of aim (same as evaluate) (and then the long aiming rules apply) AoA determined: +Acc I think (Solidsingularity can correct me about this) this is based on the speed with which shooters are able to line up their iron sites and acquire targets at good ranges when they're not worrying about people shooting back. |
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07-17-2021, 03:57 PM | #7 | |
Join Date: Feb 2015
Location: New Hampshire
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Re: Telegraphic + Determined Clarification
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07-17-2021, 05:03 PM | #8 | |
Join Date: Nov 2015
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Re: Telegraphic + Determined Clarification
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1. Aim (+Acc) or Attack 2. Aim (+Acc+1) or AOA (Determined, ranged) 3. Aim (+Acc+2) or AOA (Determined, ranged) 4. AOA (Determined, ranged) Switching AOA (Determined, ranged) bonus from "+1" to "+Acc", probably would encourange shooters to skip Aiming step and just AOA (Determined, ranged), speeding up combat. Still, there edge cases, like long-range sniping or CQB. Plus, as per TS AOA (Determined, ranged) – shooting when aligning eye, iron sights and target. And from my experience: try to bump AOA (Determined, ranged) from "+1" to "+2, (or even +3 when braced)" |
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07-17-2021, 06:41 PM | #9 | |
Join Date: May 2012
Location: New Hampshire, USA
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Re: Telegraphic + Determined Clarification
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Although all of this is unrelated to the actual topic of the thread and probably worth it's own thread. |
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07-18-2021, 09:09 PM | #10 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: Telegraphic + Determined Clarification
For what it's worth, here's my houserule (so not official)
Tactical Shooting and other GURPS books often give an additional bonus to shooting "at the range" in order to match real life statistics (the GURPS rules arguably match actual combat statistics fairly well, but not shooting range stats). This shooting range bonus is on top of aiming bonuses. The reasons for the shooting range bonus is things like knowing the exact range, perfect lighting, and no one shooting back at you causing you to flinch or lose focus. I find most of the explanations/reasons to be arbitrary in the sense that many of them can't be defined in a game situation other than by an arbitrary GM decision, and the few that can be can be controlled by the actual environment should apply more frequently (e.g., no one shooting back would apply to any hidden shooter for who the enemy doesn't know his position yet). To simplify and better codify the effects - and prevent player vs GM arguments or debates in game - my houserule is that if you use an All-Out-Attack after an Aim maneuver, the AoA bonus becomes a +4 bonus instead of a +1, so an additional+3 to hit compared to the existing rules (on top of the bonus you receive for your Aiming, of course). To me, someone on the shooting range is doing an AoA because he's not worried about dodging and being shot back at. Someone who is brave enough to do so on the battlefield deserves the same bonus. Note that this still isn't the same as the AoA becoming the +Acc you suggest, as my rule still requires that you aim first. As others have pointed out, I think your proposed rule will eliminate the use of the Aim maneuver completely, which is why I don't recommend your method. If your goal is to make taking an Aim maneuver "more fun" or otherwise have it so the player feels like they're actually doing something instead of "wasting a turn" Aiming, there's a Pyramid article by Douglas Cole that turns the Aim maneuver into a skill roll that determines how quickly you line up your aim and how much of a bonus you get. I personally don't use it, but it does make the maneuver "feel" more useful, even if in general Aiming is no more or less useful that using the existing rules. Edit: the pyramid article in question is "On Target" in Pyramid #3/77 Last edited by Kallatari; 07-19-2021 at 04:56 AM. Reason: added pyramid article reference |
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